mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 17:57:38 +08:00
dc817b62cc
There's probably a better solution but let's hotfix this for now.
352 lines
12 KiB
C#
352 lines
12 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public partial class DrawableHitCircle : DrawableOsuHitObject, IHasApproachCircle
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{
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public OsuAction? HitAction => HitArea.HitAction;
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protected virtual OsuSkinComponents CirclePieceComponent => OsuSkinComponents.HitCircle;
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public SkinnableDrawable ApproachCircle { get; private set; } = null!;
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public HitReceptor HitArea { get; private set; } = null!;
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public SkinnableDrawable CirclePiece { get; private set; } = null!;
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protected override IEnumerable<Drawable> DimmablePieces => new[] { CirclePiece };
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Drawable IHasApproachCircle.ApproachCircle => ApproachCircle;
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private Container scaleContainer = null!;
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private ShakeContainer shakeContainer = null!;
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public DrawableHitCircle()
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: this(null)
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{
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}
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public DrawableHitCircle(HitCircle? h = null)
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: base(h)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Origin = Anchor.Centre;
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AddRangeInternal(new Drawable[]
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{
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scaleContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Children = new Drawable[]
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{
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HitArea = new HitReceptor
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{
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CanBeHit = () => !AllJudged,
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Hit = () => UpdateResult(true)
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},
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shakeContainer = new ShakeContainer
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{
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ShakeDuration = 30,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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CirclePiece = new SkinnableDrawable(new OsuSkinComponentLookup(CirclePieceComponent), _ => new MainCirclePiece())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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ApproachCircle = new ProxyableSkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.ApproachCircle), _ => new DefaultApproachCircle())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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Scale = new Vector2(4),
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}
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}
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}
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}
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},
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});
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Size = HitArea.DrawSize;
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PositionBindable.BindValueChanged(_ => UpdatePosition());
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StackHeightBindable.BindValueChanged(_ => UpdatePosition());
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ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
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}
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public override double LifetimeStart
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{
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get => base.LifetimeStart;
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set
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{
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base.LifetimeStart = value;
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ApproachCircle.LifetimeStart = value;
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}
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}
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public override double LifetimeEnd
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{
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get => base.LifetimeEnd;
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set
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{
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base.LifetimeEnd = value;
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ApproachCircle.LifetimeEnd = value;
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}
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}
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protected virtual void UpdatePosition()
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{
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Position = HitObject.StackedPosition;
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}
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public override void Shake() => shakeContainer.Shake();
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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Debug.Assert(HitObject.HitWindows != null);
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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{
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ApplyResult((r, position) =>
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{
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var circleResult = (OsuHitCircleJudgementResult)r;
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circleResult.Type = r.Judgement.MinResult;
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circleResult.CursorPositionAtHit = position;
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}, computeHitPosition());
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}
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return;
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}
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var result = ResultFor(timeOffset);
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var clickAction = CheckHittable?.Invoke(this, Time.Current, result);
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if (clickAction == ClickAction.Shake)
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Shake();
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if (result == HitResult.None || clickAction != ClickAction.Hit)
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return;
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ApplyResult<(HitResult result, Vector2? position)>((r, state) =>
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{
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var circleResult = (OsuHitCircleJudgementResult)r;
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circleResult.Type = state.result;
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circleResult.CursorPositionAtHit = state.position;
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}, (result, computeHitPosition()));
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}
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private Vector2? computeHitPosition()
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{
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if (HitArea.ClosestPressPosition is Vector2 screenSpaceHitPosition)
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return HitObject.StackedPosition + (ToLocalSpace(screenSpaceHitPosition) - DrawSize / 2);
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return null;
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}
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/// <summary>
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/// Retrieves the <see cref="HitResult"/> for a time offset.
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>The hit result, or <see cref="HitResult.None"/> if <paramref name="timeOffset"/> doesn't result in a judgement.</returns>
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protected virtual HitResult ResultFor(double timeOffset) => HitObject.HitWindows.ResultFor(timeOffset);
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protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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CirclePiece.FadeInFromZero(HitObject.TimeFadeIn);
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ApproachCircle.FadeTo(0.9f, Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1f, HitObject.TimePreempt);
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ApproachCircle.Expire(true);
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}
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protected override void UpdateStartTimeStateTransforms()
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{
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base.UpdateStartTimeStateTransforms();
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// always fade out at the circle's start time (to match user expectations).
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ApproachCircle.FadeOut(50);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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Debug.Assert(HitObject.HitWindows != null);
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// todo: temporary / arbitrary, used for lifetime optimisation.
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this.Delay(800).FadeOut();
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switch (state)
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{
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default:
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ApproachCircle.FadeOut();
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break;
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case ArmedState.Idle:
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HitArea.Reset();
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break;
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case ArmedState.Miss:
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this.FadeOut(100);
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break;
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}
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Expire();
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}
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public Drawable ProxiedLayer => ApproachCircle;
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuHitCircleJudgementResult(HitObject, judgement);
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public partial class HitReceptor : CompositeDrawable, IKeyBindingHandler<OsuAction>
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{
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// IsHovered is used
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public override bool HandlePositionalInput => true;
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/// <summary>
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/// Whether the hitobject can still be hit at the current point in time.
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/// </summary>
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public required Func<bool> CanBeHit { get; set; }
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/// <summary>
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/// An action that's invoked to perform the hit.
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/// </summary>
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public required Action Hit { get; set; }
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/// <summary>
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/// The <see cref="OsuAction"/> with which the hit was attempted.
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/// </summary>
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public OsuAction? HitAction { get; private set; }
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/// <summary>
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/// The closest position to the hit receptor at the point where the hit was attempted.
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/// </summary>
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public Vector2? ClosestPressPosition { get; private set; }
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public HitReceptor()
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{
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Size = OsuHitObject.OBJECT_DIMENSIONS;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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CornerRadius = OsuHitObject.OBJECT_RADIUS;
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CornerExponent = 2;
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}
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public bool OnPressed(KeyBindingPressEvent<OsuAction> e)
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{
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if (!CanBeHit())
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return false;
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switch (e.Action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (ClosestPressPosition is Vector2 curClosest)
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{
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float oldDist = Vector2.DistanceSquared(curClosest, ScreenSpaceDrawQuad.Centre);
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float newDist = Vector2.DistanceSquared(e.ScreenSpaceMousePosition, ScreenSpaceDrawQuad.Centre);
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if (newDist < oldDist)
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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}
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else
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ClosestPressPosition = e.ScreenSpaceMousePosition;
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if (IsHovered)
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{
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Hit();
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HitAction ??= e.Action;
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return true;
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}
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break;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<OsuAction> e)
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{
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}
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/// <summary>
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/// Resets to a fresh state.
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/// </summary>
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public void Reset()
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{
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HitAction = null;
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ClosestPressPosition = null;
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}
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}
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private partial class ProxyableSkinnableDrawable : SkinnableDrawable
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{
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public override bool RemoveWhenNotAlive => false;
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public ProxyableSkinnableDrawable(ISkinComponentLookup lookup, Func<ISkinComponentLookup, Drawable>? defaultImplementation = null, ConfineMode confineMode = ConfineMode.NoScaling)
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: base(lookup, defaultImplementation, confineMode)
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{
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}
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}
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#region FOR EDITOR USE ONLY, DO NOT USE FOR ANY OTHER PURPOSE
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internal void SuppressHitAnimations()
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{
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UpdateState(ArmedState.Idle, true);
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UpdateComboColour();
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// This method is called every frame. If we need to, the following can likely be converted
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// to code which doesn't use transforms at all.
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// Matches stable (see https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameplayElements/HitObjects/Osu/HitCircleOsu.cs#L336-L338)
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using (BeginAbsoluteSequence(StateUpdateTime - 5))
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this.TransformBindableTo(AccentColour, Color4.White, Math.Max(0, HitStateUpdateTime - StateUpdateTime));
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using (BeginAbsoluteSequence(HitStateUpdateTime))
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this.FadeOut(700).Expire();
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}
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internal void RestoreHitAnimations()
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{
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UpdateState(ArmedState.Hit, force: true);
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UpdateComboColour();
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}
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#endregion
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}
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}
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